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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_geometry(normal NormalIn = N,
string bump_offset = "center",
output point Position = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0),
output normal Tangent = normal(0.0, 0.0, 0.0),
output normal TrueNormal = normal(0.0, 0.0, 0.0),
output vector Incoming = vector(0.0, 0.0, 0.0),
output point Parametric = point(0.0, 0.0, 0.0),
output float Backfacing = 0.0,
output float Pointiness = 0.0,
output float RandomPerIsland = 0.0)
{
Position = P;
Normal = NormalIn;
TrueNormal = Ng;
Incoming = I;
Parametric = point(u, v, 0.0);
Backfacing = backfacing();
if (bump_offset == "dx") {
Position += Dx(Position);
Parametric += Dx(Parametric);
}
else if (bump_offset == "dy") {
Position += Dy(Position);
Parametric += Dy(Parametric);
}
/* first try to get tangent attribute */
point generated;
/* try to create spherical tangent from generated coordinates */
if (getattribute("geom:generated", generated)) {
normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
vector T = transform("object", "world", data);
Tangent = cross(Normal, normalize(cross(T, Normal)));
}
else {
/* otherwise use surface derivatives */
Tangent = normalize(dPdu);
}
getattribute("geom:pointiness", Pointiness);
if (bump_offset == "dx") {
Pointiness += Dx(Pointiness);
}
else if (bump_offset == "dy") {
Pointiness += Dy(Pointiness);
}
getattribute("geom:random_per_island", RandomPerIsland);
}
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